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October 21, 2019
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Paul Kilduff-Taylor's Expert Blogs

Posted by Paul Kilduff-Taylor on Wed, 02 Sep 2015 01:17:00 EDT in Audio, Design
I discuss some thoughts on music and what game design might be able to learn from it.


Posted by Paul Kilduff-Taylor on Fri, 28 Aug 2015 01:18:00 EDT in Business/Marketing, Design, Console/PC, Indie
I discuss the idea of games as a hobby, partially as a response to Keith Stuart's recent Eurogamer article on the subject.


Posted by Paul Kilduff-Taylor on Fri, 14 Aug 2015 03:00:00 EDT in Business/Marketing, Design, Console/PC, Indie
I discuss the idea of creativity in game development and look at some of the challenges it faces.


Posted by Paul Kilduff-Taylor on Thu, 06 Aug 2015 12:43:00 EDT in Business/Marketing, Design, Indie
I discuss commercial and creative challenges facing indies in 2015.


Posted by Paul Kilduff-Taylor on Tue, 17 Feb 2015 06:52:00 EST in Business/Marketing, Indie
Ahead of its launch on Thursday 19th February, Mode 7's Paul Kilduff-Taylor talks marketing and development lessons from simultaneous-turn-based "Blood Bowl meets Speedball" epic Frozen Cortex


Posted by Paul Kilduff-Taylor on Sat, 16 Aug 2014 09:22:00 EDT in Business/Marketing, Indie
I visit Gamescom and talk about the need for indies to retain their identity and creative integrity in the context of exposure a mainstream audience and mainstream games industry values


Posted by Paul Kilduff-Taylor on Mon, 21 Apr 2014 06:30:00 EDT in
Indie game composer nervous_testpilot (aka co-owner of Mode 7 Paul Taylor) offers a wide-ranging beginner's guide to electronic music as well as delving into his own kit-list and working methods


Posted by Paul Kilduff-Taylor on Sun, 09 Mar 2014 01:02:00 EDT in Business/Marketing, Design, Indie
Mode 7's Paul Taylor attempts to discuss his thoughts on Early Access, but a prototype blog post gets out of hand. Literally as trivial and irritating as that sounds.


Posted by Paul Kilduff-Taylor on Tue, 04 Feb 2014 08:39:00 EST in Business/Marketing, Console/PC, Indie
I respond to John Walker and Steve Gaynor's thoughts on games entering the public domain approximately twenty years post-release.


Posted by Paul Kilduff-Taylor on Tue, 28 May 2013 06:45:00 EDT in
Paul Taylor discusses PR for indie developers: do they actually *need* PR? Should speaking in public be an entirely intuitive process or should indies develop more awareness of what is likely to happen when they do so?


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